Topic: Changelog

2008 Dec 8

    - Fixed *_protect unequip bug

2008 Dec 7

    - Installed a community forum

2008 Dec 6

    - Some new recipes
    - Skyharbor moved out of range, you'll need a better vehicle but your feet now

2008 Dec 5

    - A holiday special is coming soon
    - GW is now using variable functions for implementing item SFX and enemy special attacks

2008 Dec 2

    - Fixed an error in the new enemy stat algorithm
    - Armor now no longer absorbs damage completely, really speeding up combat
    - Enemies may now have an attack type
    - Equipment now may offer special protection against certain attack types, besides armor rating

2008 Dec 1

    - New enemies
    - Fixed a bug in enemy loot
    - Redesigned the layout of the workshop and shop again
    - Redesigned the equipment/inventory to pseudo-multipage layout
    - Grim World now uses jQuery for pseudo-multipage layouting
    - Extended the armor slots again
    - The second shop, a gun shop is implemented
    - You can now no longer buy any recipe at the shops
    - Soon we will reach 150 items
    - Fixed a critical error with session handling

2008 Nov 29

    - Implemented the basics of a travel mode
    - Implemented new regions
    - Fixed a severe bug in the combat mechanics
    - Fire weapons are working now

2008 Nov 23

    - Redesigned the layout of the workshop and shop completely
    - More enemies added
    - Enemy description added
    - A bunch new items and recipes

2008 Nov 22

    - The Workshop was completely redesigned
    - You can now sell stuff at the shop
    - You bargain at the shop

2008 Nov 21

    - Added reload mechanism for weapons
    - You can now find crowns while scavenging
    - There is now a shop where you can buy stuff
    - After normal death you now only lose random items, not all your stuff
    - Death by radiation resets the character completely, just like Suicide
    - Fixed a bunch of minor bugs

2008 Nov 20

    - Fixed critical error in character creation on first visit
    - Equipment slot was split in melee and range weapon
    - Combat engine now has the option of melee and ranged fighting
    - Added more item (e.g. firearms)

2008 Nov 19

    - Added more items
    - Tuned the combat system — combats are now slightly shorter
    - Tuned the foraging system — foraging is now slightly easier
    - Tuned the scavenging system — scavenging is now slightly more difficult
    - Inventory and item lists now are sorted
    - First implementation of a radiation mechanism

2008 Nov 18

    - Added a bunch of new items
    - Added a counter on start page
    - Added reusable items
    - Added save and load game via cookies

2008 Nov 17

    - Added escape option for combat
    - Added eat the dead option for won combat
    - Added radiation counter
    - Added perks basics
    - Added item combine
    - Added voluntary unequip
    - It now has something, you can may call layout
    - Added item detach

2008 Nov 16

    - First version online
    - Added equip items
    - Added use items
    - Added energy mechanism

2008 Nov 15

    - Project start

Re: Changelog

2008 Dec 9

- Finally wrote some of these enemies I already had the loot for since a week

Re: Changelog

2008 Dec 10

- Firearms now fire multiple shots, if your combat is high enough
- Input field for buying things
- Cars now require fuel (crowns)
- New items
- New recipes
- Fixed firearm damage
- Fixed "You found [?]" bug